float4x4 matWorldViewProj;

struct OUT
{
    float4 Pos: POSITION;
};
    
OUT VertexShader(float4 Pos: POSITION)
{
    OUT Out = (OUT) 0;
    Out.Pos = mul(Pos, matWorldViewProj);
    return Out;
}

float4 PixelShader() : COLOR
{
    float Ai = 0.8f;
    float4 Ac = float4(0.75, 0.75, 0.2, 1.0);
    
    return Ai * Ac;
}

technique AmbientLight
{
    pass P0
    {
        VertexShader = compile vs_1_1 VertexShader();
        PixelShader = compile ps_1_1 PixelShader();
    }
}